New Card Idea: 2012-05-21 01:10:24 |
RvW
Level 54
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|> Its a card that ends the game and I think it would be fun.
Please don't get me wrong; you are of course very much entitled to your opinion. I did NOT mean to imply "you're wrong", merely "I disagree".
@Perrin:
Well, it sounds like this card will have an accuracy and reliability of 100%, so it becomes a relatively simple matter of optimizing coverage. Especially in Warlords distribution (with at most "number of nukes" + "total number of starting locations per team" in-selection territories) it's trivial. To make that interesting we'd also need a Star Wars Card (in the SDI sense, not the film) to kill incoming missiles. At that point the game has nothing to do with WL however. (New settings idea: play on a map with 95% of all territories (weakly) wastelanded, that would require a completely new strategy.)
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New Card Idea: 2012-05-21 01:29:05 |
Perrin3088
Level 49
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New Card Idea: 2012-05-21 03:32:00 |
RvW
Level 54
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Nope, didn't see it yet (should I have??). Some questions:
- What's with all the "weird numbers"? For instance, why use a "1.96102104173853" multiplier on Abandon Cards, instead of simply "2"...?
- Isn't it slightly pointless to turn booted / surrendered players into AIs in a card-heavy setting; they'll never use their cards anyway, giving them an even bigger disadvantage than AIs normally have.
As a practical matter, please clearly warn people you lowered the defence kill rate (to below the offence kill rate), because I think that's an even bigger change to the basic game than all the cards. (On a side note, I have absolutely no idea how well the AI handles non-default kill rates...??)
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New Card Idea: 2012-12-29 07:55:33 |
Red Menace
Level 55
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Airbourne:
- Allows you to attack any territory without bordering it.
- Extremely Rare (Changeable)
Tactical Training:
- Increases luck percentage by 15% (Changeable)
Tank Warfare:
- Increases Attack kill rate by 30% (Changeable)
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New Card Idea: 2012-12-29 08:25:36 |
Madara Uchiha
Level 19
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Nuke Card
All the armies present in the selected bonus are reduced to 1 before any attacks have comenced.
Sacrificial Card
One territory doubles the armies present for 1 turn. After 1 turn, that territory is gifted to another selected player. The territory cannot attack during that 1 turn and armies cannot be added to the territory. (Changable)
Junk Card
Completely useless.
Jackpot Card
Play this card to gain another card which is active in game.
Block Card
Play this card to prevent any attack from attacking one territory for 1 turn. (Changable)
Trap Card
Select one territory. If another player captures that territory, all the armies in the territory is reduced to 1 immidiately.
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New Card Idea: 2012-12-29 10:51:08 |
The Eternal Beauty {Lighter}
Level 5
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That Trap card sounds good. Junk Card for sure :)
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New Card Idea: 2012-12-29 11:47:22 |
{P-D-O}=RzeczpospolitaPolska
Level 3
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The idea is very interesting, but i have got too. Its Blitzkrieg card. That card makes that one territory automatically belongs to a player.
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New Card Idea: 2012-12-29 12:55:05 |
awesomely bitchtastic beta 2.o
Level 58
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I like the Jackpot card idea, though what you get could completely change the game. (e.g you get a nice reinforcement card and your opponent gets something bad like order delay)
I dont know if this has been mentioned before, but i thought using 'credits' to 'buy' cards may work. So basically, you get 1 credit for every territory your team captures, and then you can spend the credit on different cards, of which they are all worth different amounts of 'credits'. Not only will it make the game more interesting, but also requires some strategy.
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New Card Idea: 2012-12-29 14:17:29 |
Ironheart
Level 54
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I like the junk card and jackpot card because they will be easy and quick to implement and fun.I kind of like the nuke card but that will be hard to implement and longer for fizzer since he has a lot on his hands.
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New Card Idea: 2012-12-30 00:16:16 |
Dragon
Level 9
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Madara is full of ideas
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